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Give me a big map
Posted: 10 May 2005, 22:06
by SJ
To make spring support larger maps I would need some data to test on, so if someone could create a big map preferably with an odd resolutions like 28*22 or something it would be good.
The mapconv program should have no problem with this size so there should be no problem to create it.
Posted: 10 May 2005, 22:10
by TotalAnnihilator
ill do it! can i use over crude water or do you want me to make one?
Posted: 10 May 2005, 23:04
by AF
whichever is quickest for SJ......
Posted: 10 May 2005, 23:10
by smoth
sj, I can try for you... what are the image dimensions. would it be the same size as ota?
Posted: 10 May 2005, 23:43
by TotalAnnihilator
I already have a map done, but i need to make the smd. maybye ill do it tommorow.
Posted: 11 May 2005, 02:38
by Buggi
tomorrow?
wtf?
People, fill a request when it's made to get the feature implimented... crikey.
Posted: 11 May 2005, 03:28
by smoth
sj, I have an image that should be a 32X32 that I will compile for you tonight and upload tommorrow evening to a remote site. I hope this will be sufficient.
-Smoth
Posted: 11 May 2005, 06:25
by [K.B.] Napalm Cobra
Good to hear SJ.
*cracks out terragen for some all nighters*
Posted: 11 May 2005, 12:24
by AF
No wonder people are rabbiting on about maps being a huge problem for the AI diregarding what I've said, your turnign them apranoid I tell you! gaaaaahhhrrrr
Posted: 11 May 2005, 16:23
by smoth
ok, I had an out of memory error. so no map today.
with 2048mb set up for virt mem and 376 mb of ram you'd think I'd have enough memory.
Posted: 11 May 2005, 19:15
by Buggi
I have a gig of ram, I could render something out...
What size image are you trying to do?
-Buggi
Posted: 11 May 2005, 19:19
by smoth
16392X16392
:)
it is a 256 meg file, that is JUST the texture.
Posted: 11 May 2005, 21:53
by Buggi
Well I have three 524 meg BMP files ready to be made into a big map, except the MapConv tool throws an "out of memory" error when on the "Loading texture" stage...
And I'm missing a header file it seems so I can't debug the MapConv tool itself. (See dev forum for missing header info). I'm not sure if it's not able to allocate 500 megs of ram, or it's a limitation of the language. I have a gig of ram in this machine. I created the textures, 3 16bit BMP's at 524 megs each.
I'm 7zipping them now, might take awhile @@;;
*edit*
I just did the calculation (why I did them now and not before, don't ask)
a 28*22 map isn't 16392x16392 it's 28672x22528
Needless to say... this is GOD DAMN HUGE.
Maps this size without a new map format will be 200 meg easy.
I suggest for every 1x1 "map square" we go from 1024x1024 vertices to 256x256 vertices, this is a down factor of 4 and I think we can still have excellent detail. On top of that, we need a different method of texturing. My friend and I are working out the specs for a better map format that will require MUCH less size on disk and be more on-par with current engines (Unreal, Half-life, Farcry, etc).
*/edit*
Posted: 11 May 2005, 22:58
by Buggi
HOLY COMPRESSION BATMAN!!!!!!!!!!
3 files, each 524 meg compressed with 7zip (took 45 minutes...)
16 meg zip file!!!!!!!!!!!

Posted: 12 May 2005, 00:33
by smoth
wow, so it isn't my machine that is causing the compiler to bomb out...? interesting.
Posted: 12 May 2005, 00:36
by smoth
16384 was the size my bad..
Buggi wrote:
*edit*
I just did the calculation (why I did them now and not before, don't ask)
a 28*22 map isn't 16392x16392 it's 28672x22528
16384 is 2x a 16X16 map. Should it not be 32X32?
how is a 28X22 map 28672x22528?
Posted: 12 May 2005, 00:40
by SJ
A 16*16 map is 8192*8192 texels a 32*32 16384*16384.
I dont think our bmp importer supports 16bit bmp files so that may be why it doesnt work. (internally we always use 32 bit format and it will need to hold about 2-3 copies of the map in memory at once)
I noticed another error that prevents mapconv to go beyond about 26*26 maps though so I uploaded another verison to
http://taspring.clan-sy.com/temp/mapconv.exe
Posted: 12 May 2005, 02:25
by Buggi
You're saving height as a short (0xffff)
So why load a 32 bit bmp?
-Buggi
Posted: 12 May 2005, 05:16
by Buggi
I've traced all the errors I'm getting to this line:
Code: Select all
AUX_RGBImageRec *TextureImage=auxDIBImageLoad(filename.c_str());
Now, what sucks is I can't follow the code into the odd auxDIBImageLoad method but it sure would be nice to know wtf it is supposed to do and why I'm getting "Out of memory" and "File converstion error" boxes on simple BMP files.
I've tried it on 16, 24, and 32 bit bitmaps, 16 and 24 bit throws the conversion error, 32 throws the out of memory error...
the bmp is 16384x16384 pixels...
-Buggi
Posted: 12 May 2005, 05:17
by Zoombie
Well how about THIS for a big map!
See once we can change the water texture, or flip a toggle or whatever, and space is their insted of water then i would realy like to have three ginormuse starr vessales, each one damaged and fractured. Each ship would have an intact anti-matter store's so if you blow that up it will create a explosion big enough to toataly vaporise the entier ship. So bomb the antimatter store's or get more metal and energy from the new space. Each starship is made of metal so you can mine it. The gravity would be 1 of course to make a zero G fighting enviroment. The back story would be as sutch: A massive space battle has ended up with a lot of floting wrekage. Both the core and the arm have been sent to retreive any anitmatter stores for use in the war. So if you blow all the other ones up, then you still have yours left!
